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Sorry I missed this part. Has a dev confirmed it is bugged or it is just all of us players that realize that?
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There has been no response on this matter yet.
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I'll throw in $3 bucks for a gift basket if that's what it takes. -
Posted this earlier as an explanation for my statement. It's ok if you didn't read it, most people only read the last page of a thread anyway.
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The time frame is irrelevant and I never commented on it or suggested anything to do with a "cover up". No idea what you are talking about actually.
I'm well aware of the software definition, I'll just point out that if the devs can't adjust jargon to be suitable for a widespread audience they shouldn't post and should let community reps do it.
Calling it a "bug" makes it sound much more unavoidable than it actually was, like it is totally unexpected.
I see it as an accountability issue. By simply labeling it a "bug" the blame becomes innocuous. by calling it an oversight it is clear what happened and who is responsible. Maybe they don't want that though.
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edit: Castle's "wet noodle" statement seems to agree with the last part. It's no secret that accountability is not something you deal with when working at PS
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Flares does 2 more base damage than psy dart, but part of the damage is delayed and psy dart has -rech and more range.
has anyone bugged this yet?
No wonder I'm not finding my /fire dom to be very good now.
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The issue, as it were, with the rest of Fire Assault, is due to the increased damage and recharge time on most of the attacks. Although the base damage was increased, the bonus damage was not. So although Fire Blast does more damage scale than Fire Blast for a Blaster now, it still does exactly the same bonus DoT. This has effected the ratio between base damage and bonus damage and make it slightly less.
I don't really think that can be helped, though.
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IIRC (and I do) fire blasts were specifically buffed 5? issues ago to have increased dot damage.
I KNOW it was intended at the time so we aren't talking about Castle coming in and giving us a BS line about not WAI.
So I'm failing to understand why the dot portion of the blasts is below where it should be? It seems very much like something that could be helped. Helped in about 15 minutes of work... sigh... maybe it will get fixed in a couple years.
Looking at the chart that Kosmos did that I just found - slightly less is a slight understatement. /Fiery for doms is worse that any other fire attack set out there now.
Looking over the testing threads this was brought to his attention. So wtf is going on with the guy? I regret saying this was his best work so far. Almost as much as I regret standing up for him to the pvp crowd before he dropped i13 on us.
Fool me once...
This isn't very complicated or challenging why can't we just get something done right for once...
You know what. I'm not angry, this is to be expected based on past experience. I'm not even sure if saying I'm disappointed is accurate because once you lower the bar so much disappointment is eliminated. I am upset at allowing myself to get excited and hope for something good. I knew better, yet ignored it. No one to blame but myself. -
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(Also, Flares is bugged, see the other thread. I'm probably not even going to use Flares even if it gets fixed, though. I use it for building Domination, and really, that's it)
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Sorry I missed this part. Has a dev confirmed it is bugged or it is just all of us players that realize that?
My /fire doms aren't mind or grav so working flares out of the attack chain is pretty much not going to happen. I'm happy for those that can though. -
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EVERY fire attack throws fire or uses a conjured firesword. Except flares (and cremate, which I also dislike being recycled as a "new" attack).
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Wait, what? Dominators don't get Fire Sword, and they don't get Cremate. In fact, Cremate was created for Brutes to replace Combustion, presumably because two PBAoEs was felt to be too powerful to a primary damage dealer. And Doms do get Combustion, not Fire Sword Circle.
I don't even use Flares. I checked out the animation change, and it looks to me like the ranged part of the attack is the same, even if the casting animation is different. I never put it back into regular use, though, and I still haven't even though it's "better" now. I don't need the DPS, and I certainly don't need the End cost.
(Also, Flares is bugged, see the other thread. I'm probably not even going to use Flares even if it gets fixed, though. I use it for building Domination, and really, that's it)
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Are you seriously suggesting I don't know that doms don't get the swords, or cremate?
I understand why combustion was likely pulled, that has absolutely nothing to do with why cremate has a crappy animation though. Nothing.
It was a holistic statement about all fire "attacks". There are more fire based powers in the game that found in fire assault. They all fit into a similar design, which cremate and flares fail at. I play more than just a /fire dom. I have several fire corrs, a fire scrap, a //fire troller, a //pyre tank and several fire control based toons.
All fire attacks use an animation that throws fire (ie char, fireblast, incinerate, bonefire, even firebreath) or they use a conjured sword (ie firesword, FSC, GFS).
There are TWO fire "attacks" in the game that don't and both of them are recent additions and were just borrowed (yay for shortcuts) from other sets. Flares and cremate.
Cremate is a haymaker with firefists. So you are actually physically hitting someone with your body (the only fire attack that does that). It should actually be all smash damage with fire dot, rather than 70% fire damage
Flares is a recolored powerbolt, you stick both fists out and fire just pew pews out, but there is no actual throwing motion.
I guess people are ok with that. I've always tolerated it because cremate is nowhere near my most used attack on my fire/sr and because I could skip flares on blasters/corrs and quickly eliminate it from my /fire dom. Now it is my most used attack on my /fire dom
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Noob stalkers get wrecked because they either don't know of the distance draw glitch and assume they are invincible when at full stealth and just stand around and/or they engage in overwhelming odds.
Neither of those are issues with the AT.
"Easy to play hard to master" sure I can agree with that. I think they used to be a lot harder to master before the acro changes and the new mez changes when AS'ing a decent target took a LOT of skill. AS'ing isn't as hard when anyone can give you at least a 2 second window of a stationary target.
I would agree it still takes solid coordination and awareness to work in tandem with other stalkers and/or other players.
That doesn't change that in zone you are usually talking about a solo stalker trying to lure out and pick off solo opponents. So most of the limiting factors of stalkers and the "mastery" don't really apply in that scenario.
Honestly though? I deleted my stalker, so if you guys are telling me it is somehow harder to play them now than it used to be I guess I can accept that. I'm skeptical, but I can accept your knowledge. -
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Dominator's got a pvp only damage buff back in one issue or another. It was definitely over 2 years ago. I looked for the patch notes regarding the difference in damage in pvp vs pve today and the search doesnt go back that far. Before anyone starts crying"bug" please do remeber the extra damge in pvp was added intentionally. That the dev's forgot they implemented that isnt a "bug".It's an understandable oversite and will be corrected.
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Ya it kind of bothered me that Sunstorm called it a bug as well. They sure love to label things as bugs and exploits even though it was WAI just a few days ago.
It's an oversight that they forgot to adjust for during the dom revamp, there is no bugged code or bugged powers everything is working exactly as designed and implemented.
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The "bug" is the bonus not being removed before these changes went live. Those responsible have been beaten about the head and shoulders with a wet noodle, repeatedly. Not that that will prevent the same sort of thing from happening in the future, but hey, it was fun!
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Of all the posts you choose to respond to a meaningless one when there are countless posts highlighting actual concerns that could greatly use your attention. Then you don't even read teh follow up explanation. All well, thanks?
In the spirit of keeping words having meaning I would have called it an oversight, but I realize PR isn't what we'd call a strong point for PS. If you want to call everything in sight a bug and an exploit that is your choice. Just look at your beta testers to see what happens when something loses the perception of having an impact.
Have a good one. -
You probably want a corr that can maximize rain of fire. It does 3x damage when is scourges and checks for scourge with each tick.
Fire/dark and Fire/storm jump out as the builds that can do it earliest and best. Fire/cold can do it as well, with snowstorm, but sleet is a loooong ways off.
If you are patient though I'd personally recommend fire/cold. If you are looking for more instant gratification - fire/dark. If you are somewhat patient, but still want results fairly early - fire/storm.
Fire/traps is a very good toon, just in a different way. -
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Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.
Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.
New flares is nowhere near that efficient.
It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.
Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.
Consume is helpful though, necessary for me as I play aggressively.
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Flares doesn't get *any* free damage any more. It has no secondary effect whatsoever.
And Incinerate has always been on the short end of the stick
I was going to make my first /Fiery dom, but haven't been motivated enough to do so, mainly because of the set-specific changes in I15.
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What the f--k Ursula?
Flares does 2 more base damage than psy dart, but part of the damage is delayed and psy dart has -rech and more range.
has anyone bugged this yet?
No wonder I'm not finding my /fire dom to be very good now.
Old flares did 100 dam with slotting +dom (130 w/ FE)
New flares does 91 dam with slotting (130 w/ FE)
So less damage (for my toon) and it costs more end and recharges slower.
A better comparison would be old fireblast and new flares though as they now play the role of most used attack.
Old Fireblast
slotting = 105.6 dam, 20.3 dpe
slotting+dom = 146.6 dam, 28.2 dpe
+FE = 192.2 dam, 37dpe
Vs
New Flares
Slotting = 90.9 dam, 20.8 dpe
+FE = 130 dam, 29.8 dpe
Soooo
My new staple attack (flares) is considerably worse than my old staple attack (fireblast). Now wonder I'm not feeling very buffed. -
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I didn't want changes because every toon or aspect of the game Castle has touched that I enjoy has led to retirement or deletion. (recently - blasters, pvp, and my stormies)
He did a decent job on doms in that they aren't really that different, just less peaks and valleys in performance and leveling. IMO this is by FAR his best work yet.
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What wrong w/ Stormies? >.> Also, don't forget the Stalker buffs ^.^
[/ QUOTE ] I'm more curious to know what he did to Blasters that messed them up. I really wanna know.
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Storm
LS nerf. Both my stormies were extreme recharge builds that leverage the heck out of Lightning storm. I was called an exploiter by the devs
. I feel like a weather man while playing them now rather than Freyr - the Norse god of weather.
It literally took the wind out of my sails and put them into retirement.
I've spent so much time and money IO'ing my fire/storm and my storm/sonic that I won't delete them. I have hopes that one day LS is buffed after a couple years of data mining.
Blasters
As for blasters, I was one of those people that actually liked living on the edge of my seat and risking death at every turn.
I'm well aware they are stronger because they can now plow through things with brute force and require far less tactics. That change also killed the pulse of the AT for me. 2 lvl 40+ blasters deleted.
Stalkers
I didn't mention the stalker buffs as the AT has never really interested me and the changes that make them essentially into a red side scrapper failed to elicit any further desire from me. I did have a low 40 em/regen for pvp, but I deleted it when ET was gutted and the fast flow of the set was changed to be a lumbering snooze-fest.
Doms
Now that I've been playing around more on my perma earth/fire I'm actually thinking about retiring it as well
, but I'm not really blaming Castle for this change.
I just really hate flares and it is now the most spammed attack for the set.
I hate that they just borrowed an energy attack animation and recoloured it for flares and called it "new". It makes no sense in the set. EVERY fire attack throws fire or uses a conjured firesword. Except flares (and cremate, which I also dislike being recycled as a "new" attack). Flares doesn't fit with fire attacks and it is now my most used attack. It aggravates me.
See I used to be able to go blast>blaze>blast>flare>blast>blaze >blast>etc. Or toss in incinerate instead of flares for melee fighting. but with the new longer recharges
My chain is flares>x>flares>x>flares>x>flare s>x
I hate it. But other than that doms are his best work and I don't blame flares crappy animation on him, that is BaB's.
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Wow man why the heck do you even still play this game then?
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It sure isn't for pvp anymore
, which used to be about 70-80% of my playtime. thx Castle and crew heh.
I'm currently leveling up a fire/traps corr. I think it will be astoundingly good for what I want it to do. And it is pretty fun so far.
Basically I play for corruptors now and I figure traps has already been nerfed into the ground so it should be safe (crosses fingers). I still really like doms, but none of the possible combos are very appealing to me at the moment. I'd roll an illusion dom tomorrow if I could. I'm also patiently waiting for /cold to get ported to trollers so I can play an ill/cold, or a fire/cold. I'm worried that proliferation has been canceled indefinitely though.
I realize that my "why" is a pretty thin strand to be hanging by. If I upgrade my comp at the end of summer I expect the stand to break.
edit: great link. Sometimes I think that too. If you really want to get me started I'm not all that fond of AE (though I use it) and since they killed street sweeping way back in the day I feel the living game world (however limited it was) died.
but like I said, the strand I hang from is pretty thin. -
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Target drone is base 13.5% tohit. Buildup for blasters is 15%.
TD is always on and offers perception. For constantly hitting things dev is a great choice. It does however sacrifice "burst" damage for that ability. It is a fair tradeoff, but not to everyone's liking. -
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The complaints that /fire is using more endurance than it used to are the same complaints about stone melee being endurance heavy. The only power in /fire that was significantly changed in its endurance consumption was combustion. The rest of the time, the reason you're burning endurance is because you're killing everything quickly.
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This is untrue.
Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.
Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.
New flares is nowhere near that efficient.
It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.
Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.
Consume is helpful though, necessary for me as I play aggressively. -
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I didn't want changes because every toon or aspect of the game Castle has touched that I enjoy has led to retirement or deletion. (recently - blasters, pvp, and my stormies)
He did a decent job on doms in that they aren't really that different, just less peaks and valleys in performance and leveling. IMO this is by FAR his best work yet.
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What wrong w/ Stormies? >.> Also, don't forget the Stalker buffs ^.^
[/ QUOTE ] I'm more curious to know what he did to Blasters that messed them up. I really wanna know.
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Storm
LS nerf. Both my stormies were extreme recharge builds that leverage the heck out of Lightning storm. I was called an exploiter by the devs
. I feel like a weather man while playing them now rather than Freyr - the Norse god of weather.
It literally took the wind out of my sails and put them into retirement.
I've spent so much time and money IO'ing my fire/storm and my storm/sonic that I won't delete them. I have hopes that one day LS is buffed after a couple years of data mining.
Blasters
As for blasters, I was one of those people that actually liked living on the edge of my seat and risking death at every turn.
I'm well aware they are stronger because they can now plow through things with brute force and require far less tactics. That change also killed the pulse of the AT for me. 2 lvl 40+ blasters deleted.
Stalkers
I didn't mention the stalker buffs as the AT has never really interested me and the changes that make them essentially into a red side scrapper failed to elicit any further desire from me. I did have a low 40 em/regen for pvp, but I deleted it when ET was gutted and the fast flow of the set was changed to be a lumbering snooze-fest.
Doms
Now that I've been playing around more on my perma earth/fire I'm actually thinking about retiring it as well
, but I'm not really blaming Castle for this change.
I just really hate flares and it is now the most spammed attack for the set.
I hate that they just borrowed an energy attack animation and recoloured it for flares and called it "new". It makes no sense in the set. EVERY fire attack throws fire or uses a conjured firesword. Except flares (and cremate, which I also dislike being recycled as a "new" attack). Flares doesn't fit with fire attacks and it is now my most used attack. It aggravates me.
See I used to be able to go blast>blaze>blast>flare>blast>blaze >blast>etc. Or toss in incinerate instead of flares for melee fighting. but with the new longer recharges
My chain is flares>x>flares>x>flares>x>flare s>x
I hate it. But other than that doms are his best work and I don't blame flares crappy animation on him, that is BaB's. -
Fireblast used to have a 1.2 sec cast (still does for everyone but blasters). Part of the normalization process necessary for defiance meant putting all the tier 2 attacks at 1.67 seconds.
With the faster animation it did better dps than flares (ie still does for corrs). But the cast was increased and the damage unchanged.
Because only 2 powers needed to be slowed down to fit that model it was easier than speeding up the other tier 2's to be more akin to old fireblast, or old iceblast.
It is less work to add more root time to a power than it is to rework the animation so it is faster. Less work is usually the path of least resistance and is usually the one taken. -
I'd make telsa cage more akin to cosmic burst
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After I use siphon speed, which method of travel is faster...
1. Running/ swimming while boosted by Siphon Speed
or
2. Jumping using Inertial Reduction while on Siphon Speed?
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IR will almost always get you to a destination faster because you are less inclined to run into obstacles.
SS needs a target to steal the speed from, that means:
a/ having a target when you are ready to use it
b/ not getting agro from the use (this is pretty easy to avoid, but still).
c/ hitting the target (it sucks when you miss).
As for actual speed. Slotted IR is faster than a single SS.
Hurdle+IR is faster than swift+SS
Double stacked SS is faster than jumping.
IME with kin I wouldn't rely on siphon speed as a travel power, but IR is suitable for the job.
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Stalkers ALWAYS choose when to fight starts. Unless a VEAT is around to unhide them or they are semi-afk and someone finds them with the draw distance rendering glitch. No other AT has that ability.
Between placate, phase, self heals, insp and general fleeing if you die to a single opponent you did something wrong.
In the event you are facing multiple opponents you have to risk a lopsided encounter and you may die. But the stalker still was in 100% control of when the fight starts, or if they even fight at all.
It may not be fun to play riskless, or be setting any kill rate records, but that isn't the point. The point is they can do it and some people do.
I patient stalker can easily have n kills and zero deaths. Other AT's might be able to do that as well, but the stalker is the only one that did it with zero risk.
It's fun to jump into 4 heroes and try to kill 1-2 and survive, but that doesn't change the fact that the stalker chose to engage. The hero team NEVER chooses when to engage a decent stalker, never. The decision is always the stalker's.
That said there are a lot of bad stalkers in zone pvp, so plenty of opportunity to cruise around with hurricane destealthing stalkers, or dropping any of earths debuffs and unmasking them at which point they are usually weak players and fall over dead.
But a good stalker always chooses when the fight starts and will never die to s single opponent in zone pvp. They might not always get the kill, but they never lose. A good stalker is rarely if ever taken by surprise at the realization that their target was not alone. They may choose to engage regardless, but it is their choice. Always.
That doesn't make stalkers the bogeyman, or death incarnate, but it does make them very easy to play.
Nothing you stated is mutually exclusive from what I've said. -
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Scrappers don't out-DPS blasters because of crits.
IF scrappers out-DPS blasters it is generally because of one of two things:
1) Scrapper spent a billion on the build, and Blaster did not, or
2) Blaster is not using all the tools they have.
I suppose there is case
3) Blaster is dead on floor in the first two runthroughs of the attack chain.
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Then there's the whole single vs. multiple target issue. A blapper might max out DPS including their fire sword or whatever, but some blasters, myself included, don't take it, preferring to take anything that helps with ranged instead. After all, the only thing that lasts long enough to be worth it is an AV, and I'd rather be in the rear with the gear than risk it adding a few percent to the DPS. You croak, the DPS of the group tends to go way, way down.
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You gotta risk it to get the biscuit!
(so ashamed I just admitted I've seen the movie that is from). -
ya traps is easiest to softcap and provides mez protection, so it is already "better" than the others.
It also has the best -regen, a ranged immob (to keep the AV from moving around, not so hot vs GM's though) and can stack the highest amount of -res.
Traps is very good at what it does. It isn't particularly good in a steam rolling scenario, but as far as AV's go... wow. -
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A scrapper built to solo a Pylon could outdamage a blaster built to do the same, because part of soloing a pylon is surviving it, and a scrapper can do a much easier job of it. A blaster built for max survivability will likely have to sacrifice a bit of DPS in the process.
Take that out of the equation and there's no way a scrapper should outdamage a blaster built for pure DPS, unless you're talking about like a Dark/Shields vs. Sonic/Dev or some silly mismatch.
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Any /Ment properly built will outdamage any scrapper against a pylon. /Ment produces by far the most damage for any one click against hard targets. Its so lopsided that I don't know when I will stop laughing at people that made the claim that fire/elec or Fire/energy had the best DPS.
Just to put this in perspective /ment has a 3750 point dot attack that does not need aim or build up and takes 1.33 seconds to cast. Nothing on the scrapper side or any other blaster secondary comes close
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Ya in a solo test -regen tends to be very good, but that same fire/elec is going to produces heaps more damage in the event that other damage buffers, -res debuffers, or someone else flatlines the regen.
It is a weird situation because the only time "long term" dps matters is vs very high hp targets, of which most have significant regen. And most people measure the dps in a solo scenario, which just so happens to be the best time for a -regen power to shine.
But many people want to discount -regen powers because simply put (and like you said) they are so dang powerful, but they don't scale very well because once you stop regen it can't go further.
I think it would be good (though might require some rebalancing) if -regen could actually lower hp like it does in guildwars.
It would make -regen more useful against EB's and lower where in the current game -regen does next to nothing against them. It would also make more -regen users scale better because two Lingering rads would actually start to subtract health rather than just halt it. -
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crits are part of their damage output. Over time it averages out.
Unless you mean because pylons are AV? class so scrappers crit more against them than say minions?
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From what I've been able to infer, the enemy ranks actually have a value of some kind. Minion and Underling are low and Lt, Boss, AV, EB, pylon, Reichsman, etc are higher. Scrappers have the higher crit rate (generally 10% compared to 5%) against anything above Minion or underling. Honestly, I've always found it perfectly serviceable to use the 10% crit rate or the "averaged" 7-8% crit rate when calculating DPS mainly because minions aren't really much of a threat and die so quickly any ways.
Keep in mind that most Scrappers use pylon soloing times as a DPS comparison within the confines of the AT.
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agreed. The pylons work well though, they aren't particularly threatening to a solid scrapper build and they have enough meat to ensure that the test also checks for sustainability of the build.
AV's can work just as well for long term dps calculations, but they can skew results by fleeing unless you are DM or MA.
The pylons, like the RWZ challenge, are good because everyone can easily access it and run it at their convenience. -
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crits are part of their damage output. Over time it averages out.
Unless you mean because pylons are AV? class so scrappers crit more against them than say minions?
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Well, DPS isnt calculated for Minion battles...
What i want to know is, are scrappers only able to compete with/outperfom some blaster builds soley due to Crits when it comes to long term DPS?
Lets face it, its near guarenteed in a long fight to get crits.
10-15% (10 becaus eits tough targets, 15 for the special attacks that do that) chance per attack for double damage, over the course of like 100 attacks, is essentially like tacking on an extra 10-15 attacks into the chain, without sacrificing time...
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Ya dps is pretty irrelevant for minions, which is why I was asking what you were specifically talking about. The 10% crit rate they experience vs pylons is fine for dps summaries because dps generally doesn't matter much on things that they crit less against.
A 10% crit rate means 10% more final damage (not quite accurate for fire, but meh). If lowering their final dps by 10% makes them fall below the line you are suggesting then I guess that answers your question.
But I'm still unclear of what you are aiming at. -
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Because he put himself in the position to be killed by a team. It was his choice to engage when the odds were not in his favor. He could have chosen to remain hidden and never die.
Which I believe is what the previous poster said.
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*face palm* Point was, it doesn't matter how good you are, you can still die. Because the Stalker got killed by a team does not mean he put himself in that situation, unless you expect every Stalker to have ESP so they know not to attack certain people.
Also, I've heard people on more than one occasion refer to their build as "A Stalker Hunter"
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If people call themselves something it must be true. The ONLY AT capable of seeing a stalker beyond 10ft are VEAT's. Sure some builds are effective at destealthing stalkers by using the distance render glitch and then zipping over to where they are, but that only works on semi-afk stalkers.
If a stalker sets out with a goal of having a x:0 kill/death ratio it is entirely possible to achieve. Stalkers only die if/when they get careless.
I'm not saying getting careless is always negative, it is usually quite fun, but that doesn't change the facts.
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No, it don't change the facts. It does prove you know nothing about how to play a stalker.
Yes, I can bounce around on my stalker anywhere in zone and avoid anyone that could possibly unhide me and never get killed.
Any AT could do the same: Never enter a PvP zone or never leave the base once they do.
Once the stalker engages, he's vulnerable.
Your whining is less about stalkers and more about your inability to kill them, yes?
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I have trouble killing stalkers? pull your head out of your [censored], the majority of stalkers suck as bad as you do and fall over dead constantly. Just because most suck like you doesn't mean they have to.
No other AT in the game can bounce around a zone with complete immunity. It doesn't take a genius to know that, just an IQ of about 64, so I guess you didn't make the cut off. Too bad.
A stalker with the skills of a retarded monkey will NEVER die to a single opponent in zone pvp. Ever.
Now read this part carefully, maybe get your mom to explain it to you because I think you need it:
-If a stalker is fighting more than ONE person by themselves they are taking an unnecessary RISK. Hence no stalker ever has to die unless they get careless.
Once again for the slow people present. Being careless doesn't equate to being negative. It is usually how you have the most fun on a stalker because the three brain cells they require to perform well in zone pvp means that unless you play recklessly you risk brain atrophy. Which you certainly can't afford.
Be sure to get your live-in aid to help you read this a few times before you respond. thx.
P.S. If you are talking about a stalker in team vs team pvp (like that happens in zone pvp, but anyway) then sure he might be at risk of getting killed when he decloaks to kill a mezzed/knocked squishy. It's probable...just unlikely. This discussion has largely been about zone pvp though.
correction: It has entirely been about zone pvp. -
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But see that is the thing they haven't encourage PvPing at all with the new enhancements, all they have done is encourage arena farming. That's it.
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As should have been obvious ahead of time. It's almost like they're admitting that PvP sucks so bad that they have to bribe people into playing against their will. But even that didn't work, because the devs have never heard of the concept of “perverse incentives”.
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That is what I do not understand, if there are a metric ton of people complaining, recommending, etc... that PvP 2.0 is terrible and the results are blatantly obvious then shouldn't everything be reverted to how it was until a better solution can be found?
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Remember these words:
We must move forward, not backward, upward, not forward, and always twirling, twirling, twirling towards freedom